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Vanilla Bullet Sponges? Well, Yes and No

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  09:12:08  16 September 2014
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NatVac
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On forum: 06/15/2007
Messages: 4302
Vanilla Bullet Sponges? Well, Yes and No

There are a lot of new players who try the game and are frustrated that it does not behave like the FPSes they know.

They see a certain apparent behavior and reach conclusions that are not so.

If a player exercises a little patience, some discovery might eventually penetrate through the preconceived notions. Maybe this can help:

>> I emptied a full magazine into him and he just shrugged it off.

Yes. Only the first shot that hits in automatic fire does real damage. The subsequent rapid-fire shots are weakened considerably (see time_to_aim below), probably for extending battles. This makes the enemy seem invulnerable during their hit animations. ZRP has an optional "show damage" mode that you can activate to see this. Shoot him in the torso to stagger him, then shoot a more vulnerable spot like his head. See the ZRP's gamedata\config\creatures\m_stalker.ltx, the [stalker_damage] section for vulnerabilities, and remember that armor modifies these vulnerabilities to make them even tougher.

>> Master makes you more accurate.

No, aiming makes you more accurate. And better weapons are more accurate.

But Master does make the human enemies more accurate in that the odds of their hitting your hitbox are higher, 50 percent in master versus 20 percent in novice, and that is only if they are close enough; their accuracy drops off beyond max_probability_hit_dist (default 10 meters).

And Master does make your shots -- and theirs -- do more damage.

Use single-shot from a distance or from behind cover if you can. Wait a second (this is the default time_to_aim for each weapon) after aiming motionless for best accuracy, and wait a second between shots for the same reason. Move to flank after a few shots if possible; the enemy will focus on your last known position and you can use that to your advantage.

Go for head shots. Heads are weaker in human and mutant enemies. Turn on crosshairs and practice shooting the sides of vehicles so that you can see how the shots land within the inner ends of the crosshairs. Objects are farther away than they appear, so you can get an idea of how accurate your shot will be.

>> Bullets just disappear on novice difficulty.

No bullet just disappears. Early-game pistols do have a 50-meter default range and the sawn-off using buckshot is worse with a reach of only 37 meters (slugs and darts travel farther). Rifles will reach across the maps.

>> He has the same weapon but he always kills me first.

His shooting you is based on the odds he will hit you, and this is partly set by the difficulty you've chosen as mentioned above. But your accuracy is dependent on several factors, one of which is your gun's condition. Another factor is that his "armor" is likely way better than yours in the early game. Be smart and choose your battles.

See http://www.metacognix.com/stlkrsoc/WhatYouKnowThatAintSo.html for details.

And if you really want your FPS, there's a First-Person Shooter configuration you can apply with the ZRP's Modifier.
  08:12:55  18 September 2014
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
Messages: 29166
Vanilla Bullet Sponges? Well, Yes and No

I thought the NATO weapons were crap. Now after reading this I
realize I was making them crap by attaching the silencer. The
TRs-301 was a lot more accurate without it. I generally prefer
just the Soviet weapons but I'm using both just so I never have
to buy ammo from anyone. I have yet to buy a single item from
Sidorovich and Barkeep after 6 months in my current game. Sweet.

TS
  12:41:26  18 September 2014
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Charcharo
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On forum: 06/23/2009
Messages: 1175

---QUOTATION---
Vanilla Bullet Sponges? Well, Yes and No

I thought the NATO weapons were crap. Now after reading this I
realize I was making them crap by attaching the silencer. The
TRs-301 was a lot more accurate without it. I generally prefer
just the Soviet weapons but I'm using both just so I never have
to buy ammo from anyone. I have yet to buy a single item from
Sidorovich and Barkeep after 6 months in my current game. Sweet.

TS
---END QUOTATION---



They arent crap. In SoC, NATO weapons are by a VERY large margin better then soviet weapons ...
Fixed in CS and Cop though

@NatVac, mate can you give a link to the newest version of ZRP?
  04:52:07  13 September 2015
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NatVac
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On forum: 06/15/2007
Messages: 4302
>> And Master does make your shots -- and theirs -- do more damage.

Actually, the opposite is true. Master makes shots slightly less damaging in most cases.

I went to change the amount of damage the knife deals when breaking open a crate. On master difficulty you need two primary-fire swings versus only one for novice damage. I saw that the lower-to-higher damage ranking was from master to novice, not the other way around. The hit_power values are the same for wound and wound_2 (primary- and secondary-fire); I don't know if they are added together for secondary fire. I simply tired of needing to use secondary fire to break a crate with one strike.

It's logical that master should be harder. My experience on both novice and master is consistent with this.

On another master-should-be-harder note, I saw on various forum sites that the wrong ideas of "novice makes your bullets disappear" and "master increases the chance your bullets will hit" are still being promoted by unthinking individuals who do not question what their misguided perception tells them. There was even a thread for voting on whether the information presented on the Metacognix site in the link above was true or false.

Consensus does not establish fact. I gave a testable hypothesis and provided the tools to verify the results of my analysis. Few actually read far enough (as Max Chill did) to see how time_to_aim is the reason NPCs seem to be invulnerable during their hit animations as mentioned above -- they aren't; it just seems that way because the game weakens each subsequent shot to the same "bone" until time_to_aim has passed before the next shot.

I recently uploaded a file that sets time_to_aim to zero for weapons that have that setting. It's for those impatient players who want the bullet-sponge effect to go away completely. It's a small database file with a drag-n-drop install for NA/WW players. (CIS players will need to extract the files, but if they have to do that, they can just extract the weapons directory from the vanilla gamedata.dbb archive and change time_to_aim in the files that have it.)

It's available from the page linked in my first post above. If you don't see it right away, keep reading.

Modded versions of the weapons will override the ones in the mini-mod. If so, you can change those files yourself. Read the instructions in the package.

The other information at the link above still applies: Aim, go for headshots, consider the contributions to accuracy by weapon type, weapon condition and player stance, be aware mutants are mostly empty space. Again: go for the headshots. And don't use the early-game weapons (pistols/sawn-off) for distance shots. Headshots, even if your weapon is not accurate but you have enough ammo to try. Finally, location, location, location (i.e., headshots).

¯¯¯¯¯¯¯¯¯¯
>> @NatVac, mate can you give a link to the newest version of ZRP?

Visit the ZRP thread in the Mod Discussion section, Charcharo. The latest ZRP is the first one listed on the download page at the website linked in the thread's last few pages; the file will always have the most recent date on it. Currently that is 1.07 R5 RC (release candidate). Look at my first post on this page for ZRP details and other important info:

---QUOTATION---
"ZRP - A joint effort in fixing S.T.A.L.K.E.R.", page 329:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=329&sec_id=16
---END QUOTATION---

  10:14:29  13 September 2015
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/13/2015 10:15:57
Messages: 29166
Vanilla Bullet Sponges? Well, Yes and No

NatVac~

If you had waited 6 more days it would have been exactly one year
between the last post made on this thread and your new one today.

I've never understood the complaints about bullet sponges that I read
about here and other places. I've never had the problem which I always
attributed to people shooting a pistol wildly from a distance at a target and
not hitting anything ( wild shots going everywhere but hitting the person )
or someone foolishly using auto-fire from a distance which we all know
after the first shot is very inaccurate. I use single shots with a rifle with
a scope and I usually do them as fast as I can. I have no trouble hitting
my targets and bringing them down. Likewise in closer range especially
indoors or urban settings I'll use a Viper or AKS-74U on auto fire and it
drops the men or mutants quickly and effectively. I understand what you
are saying and I have no problem with it. I just don't get the complaints.

TS
  23:07:25  13 September 2015
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Max Chill
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On forum: 04/28/2014
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Well, some folks out there would rather complain about perceived problems instead of trying to fix them. Others like us prefer solutions, and we're lucky to have NatVac's descriptions to shed light on parts of the game that could only be understood by those who delve into its inner workings. I've certainly picked up more about SoC by reading NatVac's site and posts here than I ever could have through merely "Playing the Game". And the new mini-mod sounds really cool and I look forward to trying it out after I finish my current playthrough, though I suspect that it might make the game too easy for me after my having so fully acclimated to mitigating the time_to_aim quirk.

One major advantage that I've discovered through adapting my behavior to the Guns info from the Metacognix site is that I expend very little ammo during firefights, and as a result my weapons wear out at a decreased rate. This is especially useful in the vanilla game due to the lack of weapon repair, and has enabled me to stockpile huge quantities of guns and ammo in a short time with very little effort. I've also recently found that carrying only three extra magazines-worth of rifle rounds along with forty shotshells is more than enough to keep me alive through any part of the game south of the Red Forest, which has drastically reduced my general carry-weight. As a player who's perhaps a bit obsessed with maximizing efficiency this has greatly enhanced my enjoyment of the game.
  23:24:27  13 September 2015
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Roadkilll
Merc
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On forum: 05/27/2011
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Thats why I love stalker, player is not superior to all. I don't mind bullet sponges and it's refreshing to be on same "level" as enemies.
  02:40:33  14 September 2015
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/14/2015 2:40:47
Messages: 29166
Vanilla Bullet Sponges? Well, Yes and No

I always appreciate anything from NatVac and have learned a great deal
from him. However my playing style that has evolved over time has me
playing longer games where I have never had a shortage of weapons or
ammo. In my current game I have managed after 11 months to never
have purchased ANY item from Sidorovich or Barkeep. Only my love
for the Chaser-13 ( lighter & more damage than the SPSA-14 ) has
led me to purchase them from Sakharov. If you do choose to use
a SVD or SVU you have to purchase the ammo from Skinflint or
Colonel Petrenko. If you want to use a Vintar or other PAB-9
type weapons, unless you purchase it the only free source
is as a reward from General Voronin. Basically a quick
fast game would lead you to conserve and worry
more about all of this mentioned. While I do
watch my weight I like to carry about 350
rounds for my Soviet or NATO rifle.

TS
  22:16:19  15 September 2015
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Tejas Stalker
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On forum: 05/12/2007
Messages: 29166
Vanilla Bullet Sponges? Well, Yes and No

Okay everyone. Let's all meet back here one year from now when NatVac returns.

TS
  23:50:04  15 September 2015
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Charcharo
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On forum: 06/23/2009
Messages: 1175
He is mysterious this way
  02:02:05  16 September 2015
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Max Chill
Bandit Jesus 2.0
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On forum: 04/28/2014
Messages: 661
We shall await his glorious return.
  13:21:11  7 January 2016
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NatVac
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On forum: 06/15/2007
Messages: 4302
Someone called offizierkoma on Reddit feels he has refuted a claim I've made:
https://www.reddit.com/r/stalker/comments/3zepdc/can_anyone_actually_prove_that_increasing/

---QUOTATION---
1 - NatVac's points are pretty accurate and there's no point in arguing them but there's one fatal mistake he made.

>> And no, the difficulty setting does NOT determine how often YOUR shots hit the target, It roughly determines how often the NPC shots hit you.

I call bullshit. That's because hit_probability_gd_X is universal, and why is that? Because weapons are working on their own with complete independence from both the Player and the AI. Also, the stats that control probability affect both the Player and the AI. Proof? It's in the engine's source code - http://pastebin.com/MpTiqNeQ - That doesn't satisfy you? Set hit_probability_gd_X to 0 and see what happens.
---END QUOTATION---


I disagree, offizierkoma. That bit of source code actually supports my assertions. What follows is an analysis and the application of that analysis to provide proof that you can duplicate at home.

First, let's examine closely the code at the Pastebin site (thanks for linking it). That "engine source code" is a series of excerpts from somewhere. I don't have the source so I'll grant for this discussion that they are from SoC vanilla. The excerpts are like quotes out of context; the parts included are primarily snippets of routines. But I can analyze what's there and draw some conclusions and speculate on more.

The evidence suggests THREE uses of hit_probability: actor, NPC, weapon. I venture that the first one (m_hit_probability in CActor::OnDifficultyChanged()) represents the odds the NPC will hit you, although the code snippets have only the use of a CActor function (probably an encapsulation of the member variable) to prove/disprove that -- and it's not actually used. More on that in a moment.

The second is set by stalker->SpecificCharacter().hit_probability_factor() if stalker is valid -- that is, if the initiator of the shot (the one shooting) is a stalker NPC. Here, hpf is the variable storing that value, but we don't see where it is initialized if the player is the initiator. One guess is 1.0f for the player. And we don't see how hpf is used in this excerpt. ("Bad excerpt! Bad!") It could very well be that it doesn't apply to the actor at all.

I first thought this hit_probability_factor() value might be derived from the first. Standing against that possibility is the existence of two different hit_probability_gd_* value sets, one in config\creatures\actor.ltx and one in config\defines.ltx.

The third, returned by CWeapon::hit_probability() in the Pastebin code, is always m_hit_probability[egdNovice] as set by CWeapon::Load(). The local variable game_difficulty_hit_probability, briefly assigned to actor->HitProbability(), is assigned this new value if there is a weapon for the bullet's weapon_id -- and there logically is a weapon for any bullet (the NPCs don't throw the bullets at you), so the actor's hit_probability_factor() assignment is always overridden. This weapon hit probability value is then used in a calculation (as you'll see) to set the variable ahp, another one whose use is missing from this excerpt.

Note the egdNovice constant, which is always used. In plain language: Master difficulty has nothing to do with this particular "weapon probability", just Novice difficulty. Always. I empirically determined that this is the novice value in config\defines.ltx. (IMPORTANT INFO 1)

Keep in mind that m_hit_probability is a member variable ("m_" is commonly used in C++ to begin member variable names) for the class that uses it. For CActor (the player) it is a single value. For CWeapon, it is an array of values -- see CWeapon::Load().

Based on what is displayed in the Level_bullet_manager_firetrace.cpp snippet, I reasonably extrapolate that fly_dist is how far the bullet has moved from the shooter, with dist denoting the change since the last calculation; dist_factor is the smaller of either 1.0 or the ratio of fly_dist to the maximum distance (Level().BulletManager().m_fHPMaxDist, which implies a generic non-weapon-specific distance, which I'm persuaded is hit_probability_max_dist based on the floating-point member variable's name of m_fHPMaxDist -- and it's under the [bullet_manager] section in weapons.ltx, to boot); and ahf is the product of this dist_factor and 0.20 (default novice difficulty hit_probability) added to (1 - dist_factor). The dist_factor cannot be bigger than 1 per the assignment made if there is a corresponding weapon (and such weapon is a given here), so the value of ahf can vary as follows:

dist_factor -> ahf (calculation shown in brackets)
0.0 -> 1.00 [ 0.0*0.2 + (1-0.0) ]
0.2 -> 0.84 [ 0.2*0.2 + (1-0.2) ]
0.4 -> 0.68 [ 0.4*0.2 + (1-0.4) ]
0.6 -> 0.52 [ 0.6*0.2 + (1-0.6) ]
0.8 -> 0.36 [ 0.8*0.2 + (1-0.8) ]
1.0 -> 0.20 [ 1.0*0.2 + (1-1.0) ]

We see ahf drops from 1 (for a dist_factor of 0) to 0.2 (dist_factor of 1, at vanilla 10 meters). This makes sense to me. I've noted in the past that the odds of the NPCs hitting you are maximum at hit_probability_max_dist and drop off from there.* I'd tested with hit_probability_gd_master = 1.0 and noted the drop-off.

This hit probability value actually starts at maximum for point-blank shots -- the maximum possibly being the odds set by actor.ltx's hit_probability_gd_* (0.20 novice to 0.50 master vanilla) -- and drops off to the config\defines.ltx novice value at hit_probability_max_dist. (IMPORTANT INFO 2) Conjectures: ahf was either an "adjusted_hit_probability_factor", a multiplier which ranges in vanilla from 1.0 (point-blank) to 0.20, or an added_hit_factor for the actual probability factor used somewhere else (conveniently missing from the excerpts).

In any case, it is a component of the calculation and not really "weapons are working on their own with complete independence from both the Player and the AI". I think you simply meant that weapons have their own hit probability. But even then it is just the novice hit probability, and that is only used to determine a logical reduction in hit probability over increasing distance.

---QUOTATION---
Also, the stats that control probability affect both the Player and the AI. Proof? It's in the engine's source code [link elided] - That doesn't satisfy you?
---END QUOTATION---


No, we can't infer that proof from the snippets. As we saw above, the one place where the actor's hit_probability value is used, it is subsequently overwritten by the weapon's value. There may be other code using the actor value (I'd expect so), but not here.

I do see the snippet calculations used in the AI's shots at me, but not the reverse (see below).

Okay, that's the code discussion. Next, 1) observation, 2) hypotheses, 3) testing, 4) conclusions.

Every vanilla player has had the experience (1) that their shots don't seem to be doing much. Without really thinking about it, they conclude (4) that the NPCs are bullet sponges, or (4) their shots are disappearing. If the latter, they see code words in the game files like hit_probability and conclude (4) that must be why: their shots have a probability of striking the target.

Technically, with full auto the NPCs really are bullet sponges, as discussed on the "What You Know That Ain't So" page as well as on the first page of this thread. The time_to_aim delay is apparently used to weaken rapid-fire shots after the first, giving the impression NPCs are invulnerable when reeling from that first shot.

But the hit probability belief is just a superstition.

Someone challenges that oft-repeated superstitious jump from 1 to 4 without going through 2 and 3. He investigates as much as possible, adding Lua source evidence to the observation pool. He makes guesses as to what drives these observations (2), makes changes to code and sees the result (3). He quantifies the effects with real measurements of damage (3), sees that the results are consistent and follow the logic given by his guesses (2), correcting and refining based on the results, then retesting. He publishes his conclusions (4) (see the "What You Know That Ain't So" page linked below) and everyone gets in a tizzy, starting threads to vote on whether the conclusions have any merit instead of actually repeating the tests with the provided tools to see for themselves.

Oh, look! Now we have source code we don't understand, but it has hit probability in it, and for weapons, too! Burn him at the stake, for surely the tests must be wrong!

>> Set hit_probability_gd_X to 0 and see what happens.

I did. Thanks to your code reference, this time I tried something I hadn't tried before because it didn't seem to apply: Tweaking a specific hit_probability_gd_novice while playing master.

Even though I'd done this testing long ago, I did go back and recheck it in the Rescue Nimble mission for this discussion, using ranges of values for actor.ltx hit_probability_gd_master (0, 0.01, 0.6), actor.ltx hit_probability_gd_novice (0, 0.24), and weapons.ltx hit_probability_max_dist (0, 1, 10, 50). Normal master gameplay for me involves a lot of sneaking around and using cover, but on [0, 0, 1] I was able to waltz through the compound and shoot the bandits with the silenced Makarov without needing to use a medkit at all. Only shotgun bandits gave me trouble (10 pellets per shot practically guarantee a hit at close range), but in replaying this scenario I easily dealt with them from a distance.

As long as I waited time_to_aim before shooting a bandit, I was deadly. To make the last few tests easier, I dropped in the gamedata.dbb_fps mini-mod to set time_to_aim to zero. In one test I even used the default actor.ltx with 0.50 master hit probability. The bandits barely landed any shots for small values of hit_probability_max_dist, definitely far less than 50%. I had no trouble surviving -- and I had no trouble making headshots. Within the 50-meter range of the pistol, all my shots hit within the crosshairs (enabled for testing).

For the sake of argument, let's consider another hypothesis that perhaps the hit probability does apply to the player while moving or not aiming, and its effect is reduced over time_to_aim seconds to zero impact (that is, no final hit probability as per the previous tests). A simple test of that hypothesis: Set the k_disp multiplier for the pistol's ammo to 0 (perfect weapon accuracy) and actor.ltx's base_disp to 0.0 (no actor component to aiming) before running through the rescue scenario again without gamedata.dbb_fps in play. The crosshair is just a plus sign (+).

Guess what? Instant headshots from the hip up to 50 meters away with the silenced pistol. Not even a hint of any hit probability for me.

Okay, let's go to extremes.

THE FINAL PROOF

Forget the final nail in the coffin, forget the "nuke from orbit" -- it's time for another use of the Omega-13 device! Let's prove that this code is valid for SoC and put out of our (or at least my) misery this mistaken hit-probability belief with this simple experiment: Combine the (IMPORTANT INFOS 1 and 2) above. Set hit_probability_gd_novice in config\defines.ltx to 0 and set hit_probability_max_dist in weapons.ltx to 0. Play.

You become invisible to enemy bullets, whereas your ability to deal hurt and headshots with your own bullet-based weapons will remain unchanged. The rescue Nimble scenario becomes trivial. Even shotguns pose no threat to you. And guess what -- setting actor.ltx's hit_probability_gd_novice and hit_probability_gd_master to 0 has no effect on your shooting at all.

I believe there is sufficient proof here that my original statement stands as is. Hit probability as discussed here is not "universal". The hypotheses are testable, and the test results are consistently repeatable. The SoC code snippets even serve to corroborate the statements I've made, with the possible minor adjustment that the drop-off might begin immediately and level off at hit_probability_max_dist -- within the bounds of the code snippets; there might be even fewer bullets impacting the player's hitbox as the distance from the shooter grows beyond that.

If you are talking vanilla, I think you are being misled by the time_to_aim value and possibly the accuracy and distance limits on pistols/shotguns. The debug support advantage of the ZRP is that you can actually see what damage you do when you shoot NPCs and mutants -- you can KNOW you are hitting the target and that bullets are not disappearing. Here's a suggested test: Enable show_hit_damage in ZRP's xr_motivator.script. Make a save with an enemy reasonably close. Go full auto on him and note the damage reported. Install gamedata.dbb_fps, start the game again and load that save, go full auto again on him. See how the values are higher just by changing time_to_aim.

Using single-shot mode, aim and shoot at NPCs from a distance with a reasonably accurate weapon (or adjust your game with the ZRP's FPS configuration). The show_hit_damage report will prove to you that you are hitting your target independently of any hit probability setting.

Again (ad nauseam for me if not for you), hit probability does not apply to the player. The variables I mention on the "What You Know That Ain't So" page do.

Thanks again for the source information, offizierkoma. By revealing the illogical use of hit_probability_gd_novice while playing on master, the code helped put this superstition down.

Your second point is good, although it only applies to NPCs and not the player.

tl;dr: The above provides conclusive proof that the game's hit probability settings do not apply to the player. If you disagree, you really should go back and read the reasons why the code is supporting my assertions, not disproving them. There's a simple test you can run to see. Also read the "What You Know That Ain't So" page.

Maybe it's the crosshairs? Many players turn them off -- how do they know if their target is completely within the crosshair marks? Now that's a valid hit probability: Only two-thirds of the bullets fired will hit a target that covers (subtends? encompasses?) only two-thirds of the inner crosshair circle.

#Why10000IsTooMany

¯¯¯¯¯¯¯¯¯¯

---QUOTATION---
If you had waited 6 more days it would have been exactly one year
between the last post made on this thread and your new one today.
---END QUOTATION---


Well, more like three days, four hours, twenty minutes.

---QUOTATION---
Okay everyone. Let's all meet back here one year from now when NatVac returns.
---END QUOTATION---


I guess my calendar is broken.

Thanks, guys, for reading and learning -- or at least trying to...

__________

---QUOTATION---
*I've mentioned this in multiple places, including the previously-linked "What You Know That Ain't So" page:

http://www.metacognix.com/stlkrsoc/WhatYouKnowThatAintSo.html

and in the ZRP thread, page 131:

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&page=131&sec_id=16
---END QUOTATION---

  14:37:19  7 January 2016
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Don Reba
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On forum: 12/04/2002
 

Message edited by:
Don Reba
01/07/2016 20:52:55
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I haven't been this impressed since I saw a 150-page thesis on how to add graphics to LaTeX documents.
  22:03:09  7 January 2016
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
Messages: 29166
Vanilla Bullet Sponges? Well, Yes and No

Hi NatVac~

Offizierkoma ( known on this Forum as Koma ) doesn't really hang out
here ( has about 5 or 6 posts ) so I'm not so sure he will see this post
as a reply to his Reddit post. However maybe you were just replying
to the GSC Forums audience instead so certainly no harm in doing that.

Just one clarification between you and me though...

I said "If you had waited 6 more days it would have been exactly one
year between the last post made on this thread and your new one today."

To which you replied "Well, more like three days, four hours, twenty minutes."

Actually I'm still sticking with the 6 days since I said "the last post..."
( Charcharo: September 18th ) and not "your last post..."

Now I have to go back and read your longer explanation and absorb it.

TS
  07:09:29  8 January 2016
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Koмa
(Novice)
 
On forum: 08/04/2014
Messages: 12
Well hot damn, I guess I have been proven wrong at one point.

Good analysis you've done there. I'll keep it in mind.
  00:10:25  24 March 2016
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Ambrosije Luigevic
(Novice)
 
On forum: 03/20/2016
Messages: 15
I have to say HET.(NO) Usually I favor sniping than be a new Rambo, and my targets go to find Old Nick very fastly.

I have my own tactics: I bring with me everytime 4 weapons: knife, a pistol, a rifle for sniping put on single shot, and another rifle put in Aut. fire for have an extensive and powerful fire superiority at short ranges.

Actually my weapons of choice are the IL-86 (Sniping) the SGI-5K (fire superiority) and the UDP Compact.
 
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